
layout(location = 0) in vec3 vertex;

out vec3 fragUv;

//天空盒子的view是与普通的view不同的，所以不使用ubo统一上传
uniform mat4 viewMatrix;
uniform mat4 projMatrix;

void main() {
  fragUv = vertex;
  vec4 pos = projMatrix * viewMatrix * vec4(vertex, 1.0);
  gl_Position = pos.xyww;
}